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new building class (for the same building on land + water)

Posted: 30 Jul 2008, 21:14
by Hoi
i am not 100% sure but i think TEDClass is what tells if units can come on land/and or water, i suggest a new class to make a building being able to be constructed on land and water, it saves a buildpic space :-) i think this would also require something like landmaxslopetolerance=number, watermaxslopetolerance=other number, not sure though becaus i dont know if the slope of the water, or the slope of the ground underneath it is used, but it seems like a good feature request :wink:

Re: new building class (for the same building on land + water)

Posted: 30 Jul 2008, 21:49
by FLOZi
i think TEDClass is what tells if units can come on land/and or water
No.

Re: new building class (for the same building on land + water)

Posted: 30 Jul 2008, 22:12
by Snipawolf
*Sigh*

Re: new building class (for the same building on land + water)

Posted: 30 Jul 2008, 22:27
by [Krogoth86]
Go here:
http://spring.clan-sy.com/wiki/Units:FBI

Look for MaxWaterDepth & MinWaterDepth to control every case you want... :wink:

Re: new building class (for the same building on land + water)

Posted: 30 Jul 2008, 23:37
by Hoi
i did that:)
i think TEDClass is what tells if units can come on land/and or water
i was wrong :| but still, buildings that can be built on water and ground would save a buildpic and it should be doable :!:

Re: new building class (for the same building on land + water)

Posted: 31 Jul 2008, 00:05
by [Krogoth86]
What exactly is the problem? You can make things being able to be built on ground and water - I think the air labs in CA can be built either underwater or on ground and replace the seaplanes...

Use the waterline tag for anything floating...

Re: new building class (for the same building on land + water)

Posted: 31 Jul 2008, 00:09
by Hoi
[Krogoth86] wrote:What exactly is the problem? You can make things being able to be built on ground and water - I think the air labs in CA can be built either underwater or on ground and replace the seaplanes...

Use the waterline tag for anything floating...
confused.. this might be already here then, what i really mean is that you have like, a hovercraft platform, and you have a hovercraft platform NS i am talking about combining those two into one

Re: new building class (for the same building on land + water)

Posted: 31 Jul 2008, 00:14
by [Krogoth86]
As I said - those WaterDepth tags in the FBIs control how deep the water has to be as a minimum or maximum in order to place the building there. So if you just put a MaxWaterDepth=255; in there you should be able to put it everywhere (or even try not to use any of those tags and look if it works then too - didn't try yet)...

The floating Hovercraft Platforms are kept seperate because of their different costs...

Re: new building class (for the same building on land + water)

Posted: 31 Jul 2008, 05:22
by Evil4Zerggin
minWaterDepth and maxWaterDepth control where a building can be built as far as water is concerned. If you leave the tags out then it can be built anywhere depth-wise.

Currently, there is a problem with floating structures that can be built on both land and water: they ignore maxSlope even on land. I'm trying to write a patch to fix it, but it will be a while before I can get a full devving machine to test it.